{"id":270,"date":"2019-12-16T14:08:49","date_gmt":"2019-12-16T14:08:49","guid":{"rendered":"http:\/\/trends.memoq.com\/?page_id=270"},"modified":"2020-01-20T15:16:16","modified_gmt":"2020-01-20T15:16:16","slug":"the-global-gaming-localization-market-is-growing","status":"publish","type":"page","link":"https:\/\/trends.memoq.com\/the-global-gaming-localization-market-is-growing\/","title":{"rendered":"The Global Game Localization Market Is Growing"},"content":{"rendered":"

\n\t\tThese Are the 2020 Gaming Trends\n\t<\/h2>\n\t

In 2019, the gaming industry closed another successful year with more than $120 billion in revenue<\/a>, making it one of the largest industries in the world. Localization has been instrumental in powering the industry. Adapting to local markets allows gaming companies to release their products around the world. How will the industry continue to grow in the future? Read on to learn about game localization trends in 2020.\u00a0<\/p>\n

\n\t\tContent Everywhere\n\t<\/h3>\n\t

Games are increasingly becoming services instead of standalone products that players buy once in a complete state and play for several hours until they finish the single-player campaign. Nowadays, development of games continues even after launch. Bug fixes, updates, downloadable content (DLC), and special events are some of the extra content that is continuously added to games, sometimes years after initial release. The extra content must be localized too, of course.<\/p>\n

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With the growth of free-to-play (F2P) games, which make profit from buyable extras (such as skins, icons, or additional lives or time), developers need to add attractive content on a regular basis to tempt players to make a purchase. The old trend of selling items that help you beat other players in online multiplayer games, known as \u201cpay to win\u201d is fortunately long gone, but developers then turned to loot boxes instead. These sometimes provide in-game advantages and have been accused of being like gambling due to their element of chance, angering many players. In-game additions must be not only localized, but also promoted, which means marketing material is constantly being created and translated. Besides, many F2P games make revenue from advertisements, and guess what? Those ads must be shown to players in their native language, too, in order to be most effective.<\/p>\n

\n After a teenager won three million dollars at Fortnite\u2019s first World Cup<\/a>\u2014a higher prize pool than even that of the old classic Roland-Garros\u2014the e-sports scene gained significant media coverage, the writing and translating of which required the skills of specialized linguists. Developers usually have blogs, too, in which they publish news and articles on their games and tournaments in several languages. This content is technically considered media localization, but it is still the job of linguists with game knowledge to translate it accurately.<\/section>\n\t
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"If access to AAA games is facilitated for more casual players, considering people would rather play in their native language, this would mean localization efforts should be increased in order to meet the players\u2019 expectations."<\/header>\n\t\t\t\t\t